Command menu

The command menu (コマンド) is the means by which players interact with a Dragon Quest series title, whether it be while strolling through a castle or in the middle of battle. The command menu is inherited from the 1984 adventure game The Hokkaidō Serial Murder Case: The Okhotsk Disappearance: this was Yuji Horii's solution to the annoyances of having to remember which key on a keyboard would perform which action as seen in his earlier Portopia and in computer RPGs such as Ultima.

The command menu played a major role in establishing the RPG genre in Japan as it insured that the player would never be able to forget which actions are necessary to complete the game as all are bought up at once via the menu window. Nearly every RPG has since copied this method of conveying information to the player, establishing it as the definitive cornerstone of the genre.

AppearancesEdit

Dragon QuestEdit

The original game had eight actions players can perform, being speaking to someone, casting a spell, checking the Hero's status, using an item or equipping gear, moving up or down a set of stairs, opening a door, searching the Hero's immediate surroundings, or retrieving an item from a treasure chest. The player is made familiar with the command menu in the very first screen of the game: the throne room of Tantegel castle. In order to exit the throne room and continue the game, the player will need to speak to King Lorik, open a treasure chest to retrieve a key and use it to open the chamber door, and descend the stairs into the castle proper.

Dragon Quest II: Luminaries of the Legendary LineEdit

The commands for opening doors, descending stairs, and taking the contents of treasure chests were removed in the first sequel. In they're place is a command for checking the equipment of the three luminous cousins, with weapons, armour, and so forth being kept separate from disposable items such as the medicinal herb to prevent clutter. The disposable key system of the first game was also retired in lieu of four permanent items in the silvery key, golden key, jailor's key, and floodgate key, which open their corresponding doors once one of the cousins is standing next to one and uses a key via the item command.

In battle, a character is now able to defend for a turn and reduce in coming damage by 50% for all attacks taken during that period.

Dragon Quest III: The Seeds of SalvationEdit

The command menu has not changed from the second game in the original version of the title, but starting with the SFC remake players are now able to use the heal all command to save time by instantly restoring characters to full health via magic if the party has enough MP. This handy feature would be retained in every subsequent game, first reappearing in VII in 2000.

Dragon Quest IV: Chapters of the ChosenEdit

Owing to the introduction of A.I. controlled party members in the title, Chunsoft added a command to allow players to select the battle strategy used by the whole party. The command to open doors has been restored and will correspond to the highest level key the player has, saving time otherwise wasted scrolling through the item menu to select the key.

Dragon Quest V: Hand of the Heavenly BrideEdit

The command menu has not changed from the previous game, but the addition of the two shoulder buttons on the SFC controller gave Chunsoft the opportunity to implement a convenience button that allows players the option to skip most commands outright. The convenience button operates on context, such as opening a door a character is standing in front of instead of searching the ground at his or her feet.

Though monster recruits are able to use special skills distinct from spells, these actions are still classified under the spell command in battle.

Dragon Quest VI: Realms of RevelationEdit

The menu structure has been condensed by allocating the equipment and status commands within a section for miscellaneous actions, and the door command has been axed altogether by having them automatically open if the player walks toward them. This structure would be the standard retained for all titles going forward.

Dragon Quest VII: Fragments of the Forgotten PastEdit

The introduction of the party chat feature means that party members will have something to say when selecting the talking command if no NPCs are present. A talk command was also added to the battle screen command menu in the original PSX version, but this was not retained for the 2013 3DS remake.

Dragon Quest VIII: Journey of the Cursed KingEdit

The command menu was modified for the international version of the game, loading a separate screen to give players access to various functions. Of note is the alchemy pot to synthesize new items and the battle records, in which King Trode will provide commentary on the adventure thus while while the player browses the bestiary, alchemical records, and various other details.

In-battle party chat was removed, but players are now able to accumulate tension through the psyche up command and frighten away weaker enemies to skip battle via the intimidate command.

Dragon Quest IX: Sentinels of the Starry SkiesEdit

The travelling command menu has remained the same, but the battle menu how has a command to use the powerful coup de grâce techniques. This option is normally grayed out but will become available when certain conditions in battle are met, varying between the vocations of the party.

Dragon Quest XEdit

Dragon Quest XI: Echoes of an Elusive AgeEdit

Characters can select special abilities called pep powers in battle once they become pepped up, replacing the coup de grâce system.